64 lines
2.0 KiB
Ucode
64 lines
2.0 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class ParticleModuleMeshRotationRateOverLife extends ParticleModuleRotationRateBase
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native(Particle)
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editinlinenew
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hidecategories(Object);
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/**
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* The rotation rate desired.
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* The value is retrieved using the RelativeTime of the particle.
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*/
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var(Rotation) rawdistributionvector RotRate;
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/**
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* If TRUE, scale the current rotation rate by the value retrieved.
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* Otherwise, set the rotation rate to the value retrieved.
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*/
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var(Rotation) bool bScaleRotRate;
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cpptext
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{
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/**
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* Called during the spawning of a particle.
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*
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* @param Owner The emitter instance that owns the particle.
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* @param Offset The offset into the particle payload for this module.
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* @param SpawnTime The spawn time of the particle.
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*/
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virtual void Spawn(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime);
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/**
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* Called during the spawning of particles in the emitter instance.
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*
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* @param Owner The emitter instance that owns the particle.
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* @param Offset The offset into the particle payload for this module.
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* @param DeltaTime The time slice for this update.
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*/
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virtual void Update(FParticleEmitterInstance* Owner, INT Offset, FLOAT DeltaTime);
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/**
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* Called when the module is created, this function allows for setting values that make
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* sense for the type of emitter they are being used in.
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*
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* @param Owner The UParticleEmitter that the module is being added to.
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*/
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virtual void SetToSensibleDefaults(UParticleEmitter* Owner);
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/**
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* Return TRUE if this module impacts rotation of Mesh emitters
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* @return UBOOL TRUE if the module impacts mesh emitter rotation
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*/
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virtual UBOOL TouchesMeshRotation() const { return TRUE; }
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}
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defaultproperties
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{
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bSpawnModule=true
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bUpdateModule=true
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Begin Object Class=DistributionVectorConstantCurve Name=DistributionRotRate
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End Object
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RotRate=(Distribution=DistributionRotRate)
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}
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